Before all, it should be noted that I am not a high ladder player and my skill is middling at best.
This team seeks to do one of three things: enable a Zeraora sweep, force trades with air balloon Heatran and toxic + protect Melmetal until the other team's threats can no longer function, or to get CM Tapu Fini to sweep. it tries to enable one of those three options through chip targeted on ground types and pivoting through AV Tornadus-T and Landorus-T; it should also be noted that even if I play for a sweep, trading will most likely be needed. Pokepaste below:
Team + Description:

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Knock Off
- Close Combat
Zeraora functions as the team's primary win condition and main speed control. It will most likely a sweep when ground types and other physical walls are weakened/KO'd, and seeks to abuse the fact that Landorus-T is many team's only check or counter to him by having the rest of the team being able to pressure it heavily. Against non-ground counters, Zera will hope to overwhelm them with trades and residual damage, or simply act as a positioning tool for Heatran.

Heatran @ Air-Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Magma Storm
- Eruption
- Stealth Rock
- Earth Power
Balloon Heatran is the team's stealth rock setter and primary wall breaker. because of its ability to pressure Landorus-T and other ground types, it makes an extremely dangerous offensive core with Zeraora. Eruption has the biggest nuke potential, but I am considering replacing it with rock tomb to break other Heatran balloons and more importantly to fight demon mew with the now faster taunts and toxics (will still most likely involve sacks as the strat is slow) while having the bonus of being obnoxious for offensive switch ins. if it cannot threaten a kill every time it enters, I often try to get rocks up and then trade with it

Landorus-T @ leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
IV's: 23 Speed
Careful Nature
- Defog
- U-turn
- Toxic
- Earthquake
In order to facilitate the offensive core above, the team needs pivots and hazard removal. Landorus-T provides both, as well as being able to toxic opposing Landorus-T and ground types and a more reliable electric immunity. 23 Speed IV's are used to under speed opposing Landorus-T to get the slower U-turn. The rest of the team is fairly well equipped to deal with strats designed to overwhelm it, such as this one, as they can provide alternative checks to pokemon trying to abuse it.

Tapu Fini @ leftovers
Ability: Misty Surge
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Taunt
- Scald
Tapu Fini provides insane role compression between a check to Weavile, ghosts, dragons, Urshifu-R, and Volcarona as well as an alternate win con for the situations where Zeraora won't cut it, mostly against fat but sometimes rain as well. The team is decently well equipped to deal with most strategies used to overwhelm it, but is not at all foolproof.

Tornadus-T @ assault vest
Ability: Regenerator
EVs: 248 HP / 92 SpD / 168 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
In my first draft of this team, I had a pivot-toxic Zapdos; however, I decided to take Hamiltonion's advice and change it to an AV torn. Torn fulfills the function of a pivot, and is also capable of checking many special attackers such as Dragapult and Blacephalon, while also being able to check the grasses. Unfortunately, this mon is often my only fodder to knock off, due to it being my switch in when Ferrothorn stifles my Melmetal.

Melmetal @ leftovers
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Toxic
- Protect
This set is my check to Tapu Lele and other things defensive steels need to check. It is amazing at trading to make progress, which compensates for its tendency to get stuck on the field. Toxic is used to wear down things that are to dangerous to DIB, such as rocky helmet Slowbro and Buzzwole. Protect and leftovers grant it surprising longevity which makes it trading itself for another mon less exploitable. In spite of slowbro checking it, it often improves the matchup by virtue of protect nullifying the danger of future sight, provided that the abuser is not urshifu or threatens to set up on it. it also makes the zapdos-g matchup generally okay, as it can scout with protect. In my first draft, I went with a SpDef mixed Ferrothorn which was an ill fit for my team, but thankfully Hamiltonion was able to fix my team
What I noticed when playing: This team is in a winning position if it can lead Heatran to get rocks up or slap something with Eruption, then pivot around and slap things some more with either Melmetal or Heatran, and occasionally Zeraora. it loves to trade one or both of the steels, depending on their defensive value, and then attempting to either brawl it out or sweep with Zeraora or Tapu Fini. Matchups against teams that can disrupt that flow chart are more difficult, one example being rain in which I have to trade my mons for Ferrothorn, and then try to sweep with Tapu Fini, and sometimes I lose on the spot to Thunderus-T rain or certain hyper offense threats should they get in position. This team also loathes rocky helmet Ferrothorn, which forces me to take aggressive predictions I would prefer not to do, and offensive pivot zapdos, who will almost always kill me and hold momentum faster than I can combat.
Thanks to Hamiltonion for fixing my team
This team seeks to do one of three things: enable a Zeraora sweep, force trades with air balloon Heatran and toxic + protect Melmetal until the other team's threats can no longer function, or to get CM Tapu Fini to sweep. it tries to enable one of those three options through chip targeted on ground types and pivoting through AV Tornadus-T and Landorus-T; it should also be noted that even if I play for a sweep, trading will most likely be needed. Pokepaste below:
Team + Description:


Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Knock Off
- Close Combat
Zeraora functions as the team's primary win condition and main speed control. It will most likely a sweep when ground types and other physical walls are weakened/KO'd, and seeks to abuse the fact that Landorus-T is many team's only check or counter to him by having the rest of the team being able to pressure it heavily. Against non-ground counters, Zera will hope to overwhelm them with trades and residual damage, or simply act as a positioning tool for Heatran.


Heatran @ Air-Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Magma Storm
- Eruption
- Stealth Rock
- Earth Power
Balloon Heatran is the team's stealth rock setter and primary wall breaker. because of its ability to pressure Landorus-T and other ground types, it makes an extremely dangerous offensive core with Zeraora. Eruption has the biggest nuke potential, but I am considering replacing it with rock tomb to break other Heatran balloons and more importantly to fight demon mew with the now faster taunts and toxics (will still most likely involve sacks as the strat is slow) while having the bonus of being obnoxious for offensive switch ins. if it cannot threaten a kill every time it enters, I often try to get rocks up and then trade with it


Landorus-T @ leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
IV's: 23 Speed
Careful Nature
- Defog
- U-turn
- Toxic
- Earthquake
In order to facilitate the offensive core above, the team needs pivots and hazard removal. Landorus-T provides both, as well as being able to toxic opposing Landorus-T and ground types and a more reliable electric immunity. 23 Speed IV's are used to under speed opposing Landorus-T to get the slower U-turn. The rest of the team is fairly well equipped to deal with strats designed to overwhelm it, such as this one, as they can provide alternative checks to pokemon trying to abuse it.


Tapu Fini @ leftovers
Ability: Misty Surge
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Taunt
- Scald
Tapu Fini provides insane role compression between a check to Weavile, ghosts, dragons, Urshifu-R, and Volcarona as well as an alternate win con for the situations where Zeraora won't cut it, mostly against fat but sometimes rain as well. The team is decently well equipped to deal with most strategies used to overwhelm it, but is not at all foolproof.


Tornadus-T @ assault vest
Ability: Regenerator
EVs: 248 HP / 92 SpD / 168 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
In my first draft of this team, I had a pivot-toxic Zapdos; however, I decided to take Hamiltonion's advice and change it to an AV torn. Torn fulfills the function of a pivot, and is also capable of checking many special attackers such as Dragapult and Blacephalon, while also being able to check the grasses. Unfortunately, this mon is often my only fodder to knock off, due to it being my switch in when Ferrothorn stifles my Melmetal.


Melmetal @ leftovers
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Toxic
- Protect
This set is my check to Tapu Lele and other things defensive steels need to check. It is amazing at trading to make progress, which compensates for its tendency to get stuck on the field. Toxic is used to wear down things that are to dangerous to DIB, such as rocky helmet Slowbro and Buzzwole. Protect and leftovers grant it surprising longevity which makes it trading itself for another mon less exploitable. In spite of slowbro checking it, it often improves the matchup by virtue of protect nullifying the danger of future sight, provided that the abuser is not urshifu or threatens to set up on it. it also makes the zapdos-g matchup generally okay, as it can scout with protect. In my first draft, I went with a SpDef mixed Ferrothorn which was an ill fit for my team, but thankfully Hamiltonion was able to fix my team
What I noticed when playing: This team is in a winning position if it can lead Heatran to get rocks up or slap something with Eruption, then pivot around and slap things some more with either Melmetal or Heatran, and occasionally Zeraora. it loves to trade one or both of the steels, depending on their defensive value, and then attempting to either brawl it out or sweep with Zeraora or Tapu Fini. Matchups against teams that can disrupt that flow chart are more difficult, one example being rain in which I have to trade my mons for Ferrothorn, and then try to sweep with Tapu Fini, and sometimes I lose on the spot to Thunderus-T rain or certain hyper offense threats should they get in position. This team also loathes rocky helmet Ferrothorn, which forces me to take aggressive predictions I would prefer not to do, and offensive pivot zapdos, who will almost always kill me and hold momentum faster than I can combat.
Thanks to Hamiltonion for fixing my team
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